:::::::: read.first :::::::: Instructions for Caligari Demo This is a demo of Caligari 2.0 Professional series. You must hve an Amiga 3000 or 68020/030 with a floating point coprocessor in your Amiga 2000 to run this demo. You can run Caligari from the floppy disk simply by opening the disk icon, opening Caligari Drawer, double clicking on "Caligari Setup", followed by double clicking on "CaligariDemo". IconX must be in your C directory for Caligari Setup to run. Initially, the program will enter the Object Design module with the navigation menu active. Try to move the cursor to the perspective area, press the left mouse button and move the mouse while holding down the button. Rotate Eye in World around the point the eye looks at. Release the button and select Move from the menu. Now the eye moves linearly in the space (press right button for up and down motion). Select Prim from the bottom menu strip and load one of the primitives into the work space. Unselect Eye to select Object. Select Move to move the object, Rot to rotate it, or Scale to change its size. Try to manipulate the object in World, Object or Screen space. Try also different combinations of x, y, or z axes (these buttons restrict operations to only one or two dimensions at a time). Load more primitives and select among them by positioning the cursor on top of an object and pressing left button. Try Render for a quick solid view (broadcast renderer provides obviously better rendering). Use Undo to correct your errors and Erase to delete objects from the work space. Try Orthogonal views (top, side front) for precise positioning of objects (works identically to perspective view). Select PEdit for point editing. Select one, two, three or four points. Points can be moved, rotated or scaled. Two point create an edge, three points define a face or a plane cutting through an object, Four points define a part of an object. Face or part of an object can be swept or separated in two halves. Slice option will move cutting plane through the object with real time response. Axes button will display origin of local coordinate system for object or subobject. Axes can also be manipulated just like a regular object. Use Load to load predesigned objects from the disk. Load F15 object which is in standard Videoscape format. Load the object "Robie." Use the arrow down to select arm (or forearm), then select Rot Z to pivot it around the robot's shoulders. This is called hierarchical access. Selecting Num will bring up a numeric submenu. Try to Normalize and Center objects and eye in World/Object/Screen coordinates. Use 3D Grid to move, scale and rotate objects in predefined increments. From Tools you can Glue simple objects together, Copy them, Mirror them or you can access the Extruder. In Extruder you can draw 2D shapes by hand (with multiple holes if you want) and extrude them using Flat, Extrude or Lathe options. Select Scene from the bottom strip. After entering the scene module, select Load and load "fly" scene. Then select Anim which will bring up the animation menu. Select "I/O" and load "Fly.script". Select Compile. Select ">" to play the precompiled script in real time. Select Shuttle to shuttle or Jog (press both buttons) the preview. Editing in animation module can be done simply by jogging to the frame to be edited, moving/rotating/scaling the object and pressing the Set button. YOu must press compile after the Set to see newly updated script. If you want to Set the eye, you must do so while the Eye is selected. All the operations in this demo are active except Saving and Broadcast rendering which is used to generate the final rendering of a scene. We hope you will enjoy this demo disk and decide to order the full program which comes fully documented and supported by Octree Software. If you have any questions about the full program, call Tom Leddy at 213-262-4077.